Odyssey trailer - thoughts?

All in all I like what I see so far. Room for improvement, sure, but it's alpha/pre alpha? So I'll wait and see. A bit disappointed with the transition to ground and back to the ship but the DLC isn't dead before it's released because of it.

One thing I noticed (or didn't) was you couldn't/didn't see all 3 commanders sat in the cockpit together of that Challenger that they flew into the base in. I hope it's still not like you can't see multicrew in your own ships.

I'm glad it's not just a COD style multi-player free-for-all shoot-em-up FPS and that there are missions and other stuff to do.

I personally am looking forward to it and can't wait to sneak into all the Fedneck bases and nick all their fuses and all other fun aspects and shinanigans of what space legs will bring to ED.
 
Just being able to land on more planets has sold it for me.
Never played a FPS before so this will all be new to me anyway, it doesn't look bad but then it don't look that good either as it looks rather raw so will be interesting to see how far it progresses during the Alfa testing.

This +1. I'm only bothered about the improved graphics and more planets to land on too. Not played a FPS since (original) Doom and Unreal Tournament in the 90s.
 
Uncharted is great as long as one doesn't have to shoot at enemies ;) The final boss of UC2 still gives me heartburn.

One more good example how this can make a huge difference gameplay & feeling wise, is Fallout 4 - up to the hardest "regular" difficulty setting the bullet sponging becomes ridiculous - you can unload entire clips into enemies and the healthbar reduction is so glacial that you start looking at your watch while getting cramps in your trigger finger.

Switch to the most extreme "Survival" difficulty (which comes with other gameplay features making the game more realistic) and all of a sudden one-shot kills are not uncommon - but this works both ways, and makes you approach enemies much more tactically, which I personally find a lot more exciting (but I do understand it's not everyone's cup of tea).
Fallout's bullet sponges (*) were horrible, after a while almost all weapons became useless and both the player and NPCs have so much health that firefights became just close range inventory management contests where the winner is the one with most ammo and stimpacks...

Then someone made this mod, which got rid of all bullet sponginess (both from NPCs and the player), together with a huge pile of other improvements, and the game suddenly becomes awesome, I can't play without it, highly recommend it: https://www.nexusmods.com/fallout4/mods/19642

(*) Bullet sponges are one of my most hated videogame tropes, together with auto-scaling NPCs and enemy "waves".
 
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Deleted member 182079

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Fallout's bullet sponges (*) were horrible, after a while almost all weapons became useless and both the player and NPCs have so much health that firefights became just close range inventory contents where the winner is the one with most ammo and stimpacks...

They someone made this mod, which got rid of all bullet sponginess (both from NPCs and the player), together with a huge pile of other improvements, and the game suddenly becomes awesome, I can't play without it, highly recommend it: https://www.nexusmods.com/fallout4/mods/19642

(*) Bullet sponges are one of my most hated videogame tropes, together with auto-scaling NPCs and enemy "waves".
Survival mode was actually implemented by Bethesda later on, no mods required - although it introduced some annoying gameplay elements such as no fast travel and only saving in beds, both of which doesn't make a lot of sense in a game as buggy as... well any Beth game really :p (and neither was particularly fun imo) - but there's mods for that also. In Elite it'd just be spawning back to the closest camp/base so not a lot of backtracking required.
 
Uncharted is great as long as one doesn't have to shoot at enemies ;) The final boss of UC2 still gives me heartburn.

One more good example how this can make a huge difference gameplay & feeling wise, is Fallout 4 - up to the hardest "regular" difficulty setting the bullet sponging becomes ridiculous - you can unload entire clips into enemies and the healthbar reduction is so glacial that you start looking at your watch while getting cramps in your trigger finger.

Switch to the most extreme "Survival" difficulty (which comes with other gameplay features making the game more realistic) and all of a sudden one-shot kills are not uncommon - but this works both ways, and makes you approach enemies much more tactically, which I personally find a lot more exciting (but I do understand it's not everyone's cup of tea).
I loved the Uncharted series (and along the same lines, but not so dreadful, the Tomb Raider series) and just take it as expected that the AI is pretty basic so has to 'survive' for many HP before defeat.
Fallout 4 I've never gotten past basic weapon and armour crafting, but maybe one day, so some of the 'tougher' opponents remain so.

This game relies on 'bullet sponginess' for anything that is unengineered, so why should the expansion be any different? If the AI was exceptional and 'balanced' within a couple of days of release there would be players saying how boringly easy they were...

We'll get whatever is given in the expansion, maybe feedback from the alpha might point out the obvious flaws, maybe.
 

Deleted member 182079

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I loved the Uncharted series (and along the same lines, but not so dreadful, the Tomb Raider series) and just take it as expected that the AI is pretty basic so has to 'survive' for many HP before defeat.
Fallout 4 I've never gotten past basic weapon and armour crafting, but maybe one day, so some of the 'tougher' opponents remain so.

This game relies on 'bullet sponginess' for anything that is unengineered, so why should the expansion be any different? If the AI was exceptional and 'balanced' within a couple of days of release there would be players saying how boringly easy they were...

We'll get whatever is given in the expansion, maybe feedback from the alpha might point out the obvious flaws, maybe.
It would at least be consistent if the on-foot AI is similiar(ly dumb) as the ship one - the problem is this is somewhat easier to hide in ship combat, whereas on foot it's much easier to spot issues given you're almost literally face to face with your (humanoid) enemy so can compare and contrast with what is possible elsewhere in the genre in 2021.

I'm crossing both fingers and toes that Frontier will improve both AI and animations (honestly, the animations I found the more disappointing aspect of the two from watching the trailer) between now and May. I don't really know by how much they can in such a relative short timeframe though, maybe a resident (non-armchair) RL dev may be able to comment as I'm genuinely wondering.
 
It needs a lot more improvement:
  1. The NPCs don't act smart, don't seek cover.
  2. Lack of cover options makes the combat too simplistic (see Mass Effect).
  3. NPCs absorb bullets like sponges. That's not fun tactical FPS combat (check Call of Duty, Battlefield, Escape from Tarkov, PUBG).
  4. No cool interaction with the ship such as calling an elevator, escalator or walk up stairs to the door.
  5. The Goliath was not a threat, they ran right past it.
  6. The base turrets didn't work
  7. The sneaking around seemed to be unnecessary. Is there a sneak/detection system (see Metal Gear Solid, Deus Ex)?
  8. No melee weapons is a pity
  9. How much variety is there for base mission scenarios?
  10. Add a transparency option to the HUD, in-game color customization.
  11. Add a prone option
  12. It's weird how the piloted ship could land near the base (7:20) without being bombarded by anti-ship weaponry.
  13. There should be NPC patrols around the base.
  14. Poor anti-aliasing dates the graphics a lot
  15. What about civilian NPC traffic around the base? Such as SRVs, NPCs walking around, ships landing and taking off. Let NPCs scan rocks, excavate stuff, move cargo, chit-chat etc. Each NPC should have a schedule with errands, chores. Add a barracks to provide NPC sleeping quarters. This is important to make the world feel alive.
  16. Footprints aren't visible in the sand.
  17. Walking animations should be improved.
  18. The base needs large banners, holograms to distinguish it and to show who operates it.
  19. Didn't see any new SRVs to protect the base.
 
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I thought it was well done and very good to watch. While I understand that this was a set of different clips strung together from an early alpha recording months ago, It still gave me an overall idea into one small part of the Oddessy experience. I am even more stoked for the Alpha now! Well done Fdev!
 
It needs a lot more improvement. Here's some feedback:
  1. The NPCs don't act smart, don't seek cover.
  2. Lack of cover options, makes the combat a bit too simplistic
  3. NPCs absorb bullets like sponges. That's not fun tactical FPS combat (check Call of Duty, Battlefield, Escape from Tarkov, PUBG).
  4. No cool interaction with the ship such as calling an elevator, escalator or walk up stairs to the door.
  5. The Goliath was not a threat, they ran right past it.
  6. The base turrets didn't work
  7. The sneaking around seemed to be unnecessary. Is there a sneak/detection system (see Metal Gear Solid, Deus Ex)?
  8. No melee weapons is a pity
  9. How much variety is there for base mission scenarios?
  10. Add a transparency option to the HUD, in-game color customization.
  11. Add a prone option
  12. It's weird how the player ship could land so close to the base without being detected.
  13. There should also be NPC patrols around the base.
  14. Poor anti-aliasing makes the game look older
* sigh *

the players were not hostile with the faction, so they were offered the landing pad and were ignored by npcs, although apparently if they got close they would scan the players and find the illegal hacking tool.

The pretend stealth wasn't necessary at the start, for sure.
 
the players were not hostile with the faction, so they were offered the landing pad and were ignored by npcs, although apparently if they got close they would scan the players and find the illegal hacking tool.

The pretend stealth wasn't necessary at the start, for sure.
In that case, it cancels out the stealth. Once they were spotted, their getaway ship was able to land near the gate which is odd.
 
* sigh *

the players were not hostile with the faction, so they were offered the landing pad and were ignored by npcs, although apparently if they got close they would scan the players and find the illegal hacking tool.

The pretend stealth wasn't necessary at the start, for sure.

To be fair, I think it's worth talking about anyway. It was a military installation after all. I think the default access level for these should be more restrictive. "We don't have an active kill order for that stranger, so let's let him land and do whatever he likes here." That's not what I'd expect from a military site. Maybe require Allied status for that to be allowed. Capital ships already open fire on you if you get to close and ignore the warnings.
 
5. The Goliath was not a threat, they ran right past it.

It did happen that the Goliath was shooting at the better armoured player.
(Just saying but I think we'll also find the bigger guns miss foot players most of the time, aka sphere o' combat)

6. The base turrets didn't work

The base was powered down, the team nicked their relay (disabling said turrets).

The getaway ship didn't go wanted when the wanted (wing) players boarded in this build .. and possibly the instant bounty on the civilian workers would be nicer if it didn't go on until their broken bodies are discovered, by someone more kind of alive. (Not sure if that would work in the game flowcharts or not).
 
Just thought I'd drop in to give my opinion on this as a LEP player that hasn't played for a few years.

Put quite a lot of time into ED on both PC and PS4, but game got very stale and the so called 'narrative' that FDEV kept harping on about was pretty dire.

Have been keeping an eye on the Odyssey expansion and have watched the trailer.

Jeez, it honestly looks very dire. I know it's in Alpha state but man it needs a lot of work. It certainly isn't giving me anything to look forward too and pull me back into this game.

No full VR support is a huge mistake, but even so the gameplay doesn't look very exciting.

Hope they can improve things and they can produce something worthy to pull me back in, but with FDEV's track record I don't hold much hope.
 
The DLC would be okay if we get a bit more just the FPS stuff.

1: Gas Giant Atmospheric flights
2: Floating Cities
3: Player owned mining camps we already had in Elite 2
4: Base building
5: Domed Cities on atmospheric and non atmospheric worlds
 
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